2014-2015
~ from London ~
Dear ImGui (all platforms)ImGui is a bloat-free graphical user interface library for C++ aimed at very easily creating debug and content-creation tools for games.

It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build simple user interfaces with ease.
https://github.com/ocornut/imgui

Available on Playstation Store.
And pretty much most retailers (e.g.: Amazon).

Won "Artistic Achievement"
Won "Family"
Won "Mobile & Handheld"
Nominated for "Best Game"
Nominated for "British Game"
Nominated for "Game Design"
Nominated for "Game Innovation"
Nominated for "Music"
at British Academy Games Awards 2014

Nominated for "Outstanding Innovation in Gaming"
Nominated for "Outstanding Achievement in Art Direction"
Nominated for "Outstanding Achievement in Game Direction"
Nominated for "Handheld Game of the Year"
Nominated for "Adventure Game of the Year"
at DICE 17th Annual Awards

Awatama is the localized version of Soul Bubbles for Japan. The original psychopomp has been kidnapped and replaced with a character deemed more socially acceptable. It also includes a handful of gameplay tweaks and multiple save-slots!
http://www.interchannel.co.jp/ds/awatama/

"The purest gaming experience we've had for a long while. (...) It's beautiful, it's elegant, it's clever - if you don't like this game, you're dead inside. (...) Our favourite DS game of the year."- Nintendo Official magazine / Review [Link]
"Soul Bubbles has a compulsive quality to it – no doubt exacerbated by its gorgeous aesthetic design and beautiful ambient score. (…) Mekensleep may well have hit upon the DS’s very own answer to LocoRoco."- Edge magazine / Preview
"Soul Bubbles is perfect for the DS and has a great sense of style, humour and accessibility for all gamers. This could definitely be a cult hit. (…) gorgeous graphics and a definite ‘aww’ factor."- Gamesmaster magazine / Preview
"Impressive (...) This is a great idea done very well – the controls are well-realised, the puzzles fiendish and the whole greatly entertaining to play (...) This looks very good for the DS, with greatly entertaining bubble physics and a lovely, earthy colour palette"- IGN UK / Review [Link]
"The level design and general polish is up there with Nintendo’s own products. (…) The art style is highly seductive. (…) Bitter experience often stops us from making early recommendations when it comes to third-party DS games, but with Soul Bubbles we have no hesitation"
- Games TM / Preview
"Look incredible, it has a personality (...) It even has physics that defy what we’ve come to expect from Nintendo’s handheld"
- nRevolution magazine / Review: 9/10

In spite of its old age and now clunky technology, MEKA is probably the most exhaustive Sega 8-bit emulator in term of coverage of obscure games, peripherals, as well as featuring a suite of debugging and reverse engineering tools. It is still maintained for those purpose but doesn't has much use anymore for the average player.

MEKA was mostly popular in the years 1999-2001, partly along with the emulation boom and my dumping work on the SMS Power! website, partly because it was one of the earliest emulator to provide a full-fledged cared-for user experience in addition to exhaustive emulation accuracy.

Other projects & Old stuff

SMS Power!
Sega 8-bit preservation, research and fanaticism.
A community of technicians, historians and gamers.
http://www.smspower.org

I did 8 months worth of internship at In Utero starting from 1999 (barely legal). They had passed a job advert in a magazine and because I worked with said magazine I contacted In Utero weeks before the ad publication. They probably thought I was the only applicant!

I did variety of coding stuff there, cinematic authoring tools, sound integration tools, localization, scene merging tools, toying with character controls early on (before they ditched visual editing in favor of code, regaining some sanity), etc.

I also designed and programmed 4 mini-games to run on the Sega Visual Memory Unit, the fancy memory card with a screen that beeped everytime you booted your Dreamcast (Read more).